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Posted

I am trying to load an item's model and .png using a .json file, but the item just loads as a pink and black block.

 

here is my .json code:

 

{

    "parent": "builtin/generated",
    "textures": {
    
        "layer0": "firstmod:items/cheese"
    
    },
    "display": {
    
        "thirdperson": {
        
            "rotation": [-90, 0, 0],
            "translation": [0, 1, -3],
            "scale": [0.55, 0.55, 0.55]
        
        },
        
        "firstperson": {
        
            "rotation": [0, -135, 25],
            "translation": [0, 4, 2],
            "scale": [1.7, 1.7, 1.7]
        
        }
    
    }

}

 

I have also pinned some errors in the debug console that I think may help with this situation. Also, I have a picture of my package viewer if that is useful:

 

  Reveal hidden contents

 

 

So, how would I be able to render the object as the .png without it looking like a massive pink and blue block? If you need more information on the project (more code, images, etc.), I will be more than happy to provide it.

 

Thank you!

 

 

"I'm not afraid of computers taking over the world. They're just sitting there. I can hit them with a two by four." - Thom Yorke

Posted

I am trying to load an item's model and .png using a .json file, but the item just loads as a pink and black block.

 

here is my .json code:

 

{

    "parent": "builtin/generated",
    "textures": {
    
        "layer0": "firstmod:items/cheese"
    
    },
    "display": {
    
        "thirdperson": {
        
            "rotation": [-90, 0, 0],
            "translation": [0, 1, -3],
            "scale": [0.55, 0.55, 0.55]
        
        },
        
        "firstperson": {
        
            "rotation": [0, -135, 25],
            "translation": [0, 4, 2],
            "scale": [1.7, 1.7, 1.7]
        
        }
    
    }

}

 

I have also pinned some errors in the debug console that I think may help with this situation. Also, I have a picture of my package viewer if that is useful:

 

  Reveal hidden contents

 

 

So, how would I be able to render the object as the .png without it looking like a massive pink and blue block? If you need more information on the project (more code, images, etc.), I will be more than happy to provide it.

 

Thank you!

 

 

"I'm not afraid of computers taking over the world. They're just sitting there. I can hit them with a two by four." - Thom Yorke

Posted
  On 5/24/2016 at 12:04 AM, diesieben07 said:

Show where you register your item and the model.

 

gladly!

 

Here is the code for the class MyItems.java (which is where the registering takes place):

package wes.firstmod.init;


import wes.firstmod.FirstMod;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.item.Item;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.model.ModelLoader;
import net.minecraftforge.fml.common.registry.GameRegistry;

public class MyItems
{

public static Item cheese;

/*public static void preInit()
{



}*/

public static void register()
{

	Item cheeseName = cheese.setRegistryName("cheese");

	GameRegistry.register(cheeseName);

}

public static void init()
{

	cheese = new Item().setUnlocalizedName("cheese");

}

public static void registerRender(Item item)
{

	ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(FirstMod.MODID + ":" + item.getRegistryName(), "inventory"));

}

public static void registerRenders()
{

	registerRender(cheese);

}

}

 

Also, in the class FirstMod.java, the registries are called (forgot to add this previously, my apologies):

package wes.firstmod;


import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;

import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.registry.GameRegistry;
import wes.firstmod.init.MyItems;



@Mod(modid = FirstMod.MODID, version = FirstMod.VERSION)

public class FirstMod
{

public static final String MODID = "firstmod";
public static final String VERSION = "1.0";

@EventHandler
public void preInit(FMLPreInitializationEvent event)
{

	MyRecipes.addRecipes();
	MyItems.init();
	MyItems.register();

}
    
@EventHandler
public void init(FMLInitializationEvent event)
{

	MyRecipes.addRecipes();
	MyItems.registerRenders();

}

@EventHandler
public void postInit(FMLPostInitializationEvent event)
{



}

}

 

Items are registered in preInit()

"I'm not afraid of computers taking over the world. They're just sitting there. I can hit them with a two by four." - Thom Yorke

Posted
  On 5/24/2016 at 12:04 AM, diesieben07 said:

Show where you register your item and the model.

 

gladly!

 

Here is the code for the class MyItems.java (which is where the registering takes place):

package wes.firstmod.init;


import wes.firstmod.FirstMod;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.item.Item;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.model.ModelLoader;
import net.minecraftforge.fml.common.registry.GameRegistry;

public class MyItems
{

public static Item cheese;

/*public static void preInit()
{



}*/

public static void register()
{

	Item cheeseName = cheese.setRegistryName("cheese");

	GameRegistry.register(cheeseName);

}

public static void init()
{

	cheese = new Item().setUnlocalizedName("cheese");

}

public static void registerRender(Item item)
{

	ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(FirstMod.MODID + ":" + item.getRegistryName(), "inventory"));

}

public static void registerRenders()
{

	registerRender(cheese);

}

}

 

Also, in the class FirstMod.java, the registries are called (forgot to add this previously, my apologies):

package wes.firstmod;


import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;

import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.registry.GameRegistry;
import wes.firstmod.init.MyItems;



@Mod(modid = FirstMod.MODID, version = FirstMod.VERSION)

public class FirstMod
{

public static final String MODID = "firstmod";
public static final String VERSION = "1.0";

@EventHandler
public void preInit(FMLPreInitializationEvent event)
{

	MyRecipes.addRecipes();
	MyItems.init();
	MyItems.register();

}
    
@EventHandler
public void init(FMLInitializationEvent event)
{

	MyRecipes.addRecipes();
	MyItems.registerRenders();

}

@EventHandler
public void postInit(FMLPostInitializationEvent event)
{



}

}

 

Items are registered in preInit()

"I'm not afraid of computers taking over the world. They're just sitting there. I can hit them with a two by four." - Thom Yorke

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